188 lines
No EOL
6.8 KiB
TeX
188 lines
No EOL
6.8 KiB
TeX
[walker@generic]
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gather_items_enabled = false
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help_wounded_enabled = true
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corpse_detection_enabled = false
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wounded = wounded
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danger = danger
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;----------------------------------------------------------------------------------------------------------
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[logic@jup_b1_stalker_2]
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suitable = {=check_npc_name(jup_b1_stalker_2) !actor_has_item(jup_b1_half_artifact) -jup_b1_task_done} true
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prior = 70
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active = walker@first
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on_death = death
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on_combat = combat
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post_combat_time = 0, 0
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[walker@first]:walker@generic
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def_state_moving1 = assault
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path_walk = st_2_first_stand
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path_look = st_2_first_look
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on_info = {=actor_has_item(jup_b1_half_artifact)} camper@zombie, {+jup_b1_st_goin_in} walker@stay
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meet = no_meet
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on_info2 = {+jup_b1_st_go_home} patrol@go_to_base
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[walker@stay]:walker@generic
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def_state_moving1 = sneak_run
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path_walk = st_2_go_2
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path_look = st_2_look_2
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on_signal = at_pos | walker@stay_2 %+jup_b1_st_2_at_pos%
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combat_ignore_cond = true
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on_info = {+jup_b1_zomb_is_dead +jup_b1_zomb_3_is_dead +jup_b1_zomb_2_is_dead} walker@camp, {+jup_b1_zomb_is_dead} walker@camp
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meet = no_meet
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[walker@stay_2]:walker@generic
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path_walk = st_2_go_2
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path_look = st_2_look_2
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on_signal = sound_end | remark@kill_zomb %+jup_b1_kill_zombie%
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combat_ignore_cond = true
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on_info = {+jup_b1_zomb_is_dead} walker@camp, {+jup_b1_kill_zombie_sound !is_playing_sound} %=play_sound(jup_b1_stalkers_see_zombied)%, {+jup_b1_zomb_be_fucked} walker@camp
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meet = no_meet
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[remark@kill_zomb]:walker@generic
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anim = hide_fire
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target = story | jup_b1_zombie_1
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on_info = {+jup_b1_zomb_is_dead} walker@camp, {+jup_b1_zomb_be_fucked} walker@camp
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combat_ignore_cond = true
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meet = no_meet
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on_timer = 4500 | walker@camp
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[walker@camp]:walker@generic
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def_state_moving1 = assault
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path_walk = st_2_go_3
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path_look = st_2_look_3
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meet = no_meet
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;--------------------- ïîñëå ïðåâðàùåíèÿ â çîìáè
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[remark@psy_back]:walker@generic
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anim = psy_pain
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target = path | jup_b1_st_2_zombie_look, 0
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on_timer = 11000 | remark@thanks
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[remark@thanks]:walker@generic
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anim = caution
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target = story | jup_b1_controller
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meet = meet@get_on_air
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on_info = {+jup_b1_go_on_air} walker@on_air
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on_info2 = {=dist_to_actor_ge(75)} patrol@go_to_base %+jup_b1_go_from_task%, {+jup_b1_go_from_task} patrol@go_to_base
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in_restr = jup_b1_anomal_place
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on_timer = 14000 | {!talking} walker@on_air
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on_timer2 = 1500 | {!is_playing_sound -jup_b1_sd_7} %=play_sound(jup_b1_stalkers_aftershock_2) +jup_b1_sd_7%
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[meet@get_on_air]
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close_snd_hello = nil
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close_snd_bye = nil
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snd_on_use = nil
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close_distance = 10
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close_anim = guard
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close_victim = actor
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abuse = false
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meet_dialog = jup_b1_st_go_to_exit
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trade_enable = false
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allow_break = false
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[walker@on_air]:walker@generic
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def_state_moving1 = assault
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path_walk = st_2_final_stay
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path_look =st_2_final_look
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on_info = {=dist_to_actor_ge(75)} patrol@go_to_base %+jup_b1_go_from_task%, {+jup_b1_go_from_task} patrol@go_to_base
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meet = no_meet
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on_signal = at_pos | walker@on_air_talk
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[walker@on_air_talk]:walker@generic
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path_walk = st_2_final_stay
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path_look = st_2_final_look
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on_info = {=dist_to_actor_ge(75)} patrol@go_to_base %+jup_b1_go_from_task%, {+jup_b1_go_from_task} patrol@go_to_base
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meet = meet@go_home
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[meet@go_home]
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close_distance = 8
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close_anim = guard
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close_victim = actor
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use = true
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abuse = false
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trade_enable = false
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allow_break = false
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[patrol@go_to_base]:walker@generic
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path_walk = patrol_to_the_home
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formation = back
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on_signal = at_pos | %-jup_b1_st_mission%
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meet = no_meet
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on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
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;--------------------- ïðåâðàùåíèå â çîìáè
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[logic@jup_b1_zomb_stalker_2]
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suitable = {=check_npc_name(jup_b1_stalker_2) =actor_has_item(jup_b1_half_artifact)} true
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prior = 70
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active = camper@zombie
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on_death = death
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on_combat = combat
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post_combat_time = 0, 0
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[camper@zombie]:walker@generic
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path_walk = st_2_zombie_stay
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path_look = st_2_zombie_look
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on_game_timer = 10 | remark@psy_wounded %+jup_b1_spawn_controller%
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radius = 0
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no_retreat = true
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on_info = {+jup_b1_go_from_task} patrol@go_to_base, {=dist_to_actor_ge(140)} %=kill_npc%
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meet = no_meet
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show_spot = false
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[remark@psy_wounded]:walker@generic
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anim = psy_pain
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target = path | jup_b1_st_2_zombie_look, 0
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on_info = {=actor_in_zone(jup_b1_zombie_start_zone)} remark@turnin_zombie
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on_info2 = {=dist_to_actor_ge(140)} %=kill_npc%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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show_spot = false
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[remark@turnin_zombie]:walker@generic
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anim = psy_pain
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target = path | jup_b1_st_2_zombie_look, 0
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on_info = {+jup_b1_controller_is_dead} remark@psy_back %=set_squad_goodwill(jup_b1_stalker_squad:friend)%
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on_info2 = {=dist_to_actor_ge(140)} %=kill_npc%
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on_timer = 13000 | walker@zombied %=set_squad_goodwill(jup_b1_stalker_squad:enemy) =play_sound(jup_b1_stalkers_psy_wound_1)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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[walker@zombied]:walker@generic
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path_walk = st_2_zombie_walk
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on_info = {+jup_b1_controller_is_dead} remark@psy_back %=set_squad_goodwill(jup_b1_stalker_squad:friend)%
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on_info2 = {=health_le(0.2)} %=restore_health%
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on_info3 = {=dist_to_actor_ge(140)} %=kill_npc%
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meet = no_meet
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in_restr = jup_b1_anomal_place
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combat_ignore_cond = {=check_enemy_name(jup_b1_controller)} true
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;-------------------------------------------------------------
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[danger]
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ignore_distance = 0
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ignore_distance_grenade = 0
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ignore_distance_corpse = 0
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ignore_distance_hit = 0
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ignore_distance_sound = 0
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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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[combat]
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on_info = {=actor_enemy} %+jup_b1_actor_atk_squad%
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[death]
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on_info = {=killed_by_actor -jup_b1_give_task =squad_exist(jup_b1_stalker_squad)} %+jup_b1_actor_atk_squad +jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) =stop_sound%, {-jup_b1_give_task =squad_exist(jup_b1_stalker_squad)} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead =stop_sound%, {-jup_b1_give_task +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead =stop_sound%, {+jup_b1_give_task +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead =stop_sound%, {=killed_by_actor =squad_exist(jup_b1_stalker_squad)} %+jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) =stop_sound%, %+jup_b1_stalker_2_is_dead =stop_sound% |